#version 440

layout(location = 0) in vec4 qt_VertexPosition;
layout(location = 1) in vec2 qt_VertexTexCoord;

layout(location = 0) out vec2 qt_TexCoord;

layout(std140, binding = 0) uniform buf {
    mat4 qt_Matrix;
    float qt_Opacity;
    float radius;
} ubuf;


void main()
{
    gl_Position = ubuf.qt_Matrix * qt_VertexPosition;
    qt_TexCoord = qt_VertexTexCoord;
}
